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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 20, 2013 8:55 pm 
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So..you do get even more points? Sorry, I'm high on Taco Bell's new Loaded Grillers (by which I mean, the fast-acting cholesterol is clogging the main artery to my skull, thereby making me incredibly slow-witted, at the moment....which I'm totally fine with); hypothetically, you could level just one skill (one handed) over and over to get all the points you'd ever want, and theoretically leave all the remaining skills between 15-25 (depending on your race)? That's...cray..


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 20, 2013 9:23 pm 
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I just love this! Never again will my dear little nightblade have to spend hours of leveling two-handed weapons or heavy armor, just to have one perk point more she needs for the light armor skill or smithing (you need to have good weapons and armor, right? ;) And now finally I can tell Hermaeus Mora to keep his stupid Oghma, I'm not cooperating ...even if I'm then forced to, while doing the Miraak stuff. >.< But once, only once I can spit in his face, and not regret it afterwards while getting hit on the head by some bandits, "practicing" heavy armor for perks. I love it :)

What I do not love is the new patch for the patch it broke SKSE... or whatever, it doesn't work anymore, won't let me connect. Anything new about that?


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 20, 2013 9:28 pm 
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House of the Wolf wrote:
I'm sure I could go back and read and find out on my own...but I'm not gonna.

My question is this: Along with the perk-points you're refunded, do you then also have the opportunity to gain even more points once you start leveling that skill, again? In other words, are we still capped at 80 points, or are the points now effectively infinite?

Might be a stupid question, but that's what I'm here for...to asks stupid questions.


It's infinite. As far as I can tell, you get one perk per level up after 81. The things is, even if you reset every single one of your skills, you get less and less levels each time. Getting new levels is going to take a lot of time.


The first time I reset all my skills with that Imperial character, I jumped to level 116 or so. Each time after I seemed to get less levels per reset.
By the time she was level 800 or so, I was only getting 5 or 6 new levels when I reset every skill. Infinite or not, it's still going to take a long time.

merry wrote:
What I do not love is the new patch for the patch it broke SKSE... or whatever, it doesn't work anymore, won't let me connect. Anything new about that?


Check the SKSE site. Version 1.6.11 is compatible with patch 1.9.29. Version 1.6.13 is compatible with beta patch 1.9.32.
If you're using patch 1.9 and can't launch with SKSE, then you need to update.


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 20, 2013 10:22 pm 
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woops, right, I checked, but failed to notice it's now 1.6.13, not .11 anymore. Thanks a lot :)


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 20, 2013 10:26 pm 
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Ri'Zahr wrote:
CBR JGWRR wrote:
Perks are refunded each time you make a skill legendary, and it's reset to level 15.

:| That makes Dragonborn's surprise a little useless when you think about it. Reset a skill tree to 15, and get all perks in the tree refunded, then continue to level or spend dragon souls just to get your perks in that tree back while leaving the tree at 100. Given the options I'd rather make a skill Legendary instead of wasting dragon souls unless I already had all the shouts.

House of the Wolf wrote:
Might be a stupid question, but that's what I'm here for...to asks stupid questions.

I'm with this guy.


Different solution for a different problem - at level 100 armour skill, you don't need any perks to get your armour to the armour cap (with good enough fortify smithing) So retaining level 100, but regaining the perks is still more useful than having to be beaten up by mammoths for an ingame day or two to achieve the same.

Ahh mammoths... the true unsung heros of TES Skyrim...


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 20, 2013 10:30 pm 
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So apparently 1.9.32 supposedly fixes that problem with NPC's sleeping with their eyes open...
It just started for me. Wasn't happening before, but it is now. It made me jump twice while I was robbing Bits and Pieces.

Edit:
It's really creepy...


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 20, 2013 11:19 pm 
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Br3admax wrote:

2. Who said it made the feature worse.

>.>
Br3admax wrote:
The Restoration Exploit will ruin this:


It seems you said it makes the feature worse...unless your list of utilizing the restoration exploit was in reference to something else that's been mentioned in the last 3 pages


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 10:01 am 
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Owners of powerful gaming rig PC's will be up in arms over v1.9, because...

you can kiss goodbye to the uGridsToLoad tweak in Skyrim.ini... THE GAME NOW TOTALLY IGNORES IT AND USES THE HARD-CODED DEFAULT OF 5!


Up to v1.8, this KEY tweak to push the LOD distance further out for better visual quality at the expense of framerate (a small sacrifice if your PC is powerful enough to maintain at least 30fps+ anyway) was working perfectly. Now, it doesn't matter if you set it to 7 or higher, because it makes NO difference in-game.

I've been doing some testing, and I can confirm that the game will happily load a higher value, remember it (as confirmed by using the SAVEINI console command to write out a FULL Skyrim.ini in the Data folder, in which I Do see the higher value), but will use the hard-coded default of 5 anyway.

So say a fond farewell to all 5 nice animated waterfalls leading up towards Riverwood from Honningbrew Meadery as seen from Battle-Born Farm (just West of Whiterun). Now, ALL 5 of those waterfalls are ugly non-animated static meshes, and they won't START to animate until you're literally spitting distance from the Meadery. And the SAME is true all over Skyrim. No more seeing Karthwasten in glorious detail from Four Skull Lookout. It's now a ghost town. No more seeing the Dragon at BoneStrewn Crest flying around its roost from the road around the volcanic caldera and eagerly galloping past volcanic pools until it spots you and battle commences. Now, you have to be off-road and MUCH closer before you'll even see it.

And say hello to Oblivion-style ugly mesh-stitched seams between the low-detail terrain mesh and high-detail cell terrain meshes, plus horrible ugly pop-in of static meshes (including many large pieces of mountain rocks). You'll see this all over the plains East of Whiterun. I was SHOCKED on approaching Camp (location of the Lunar Forge) to see half the mountain beyond it missing, most of the steps leading up to the forge popping in about a bowshot's distance away, and actors (the Bandits) not becoming visible until I was SO close they spotted me! Skyrim now looks SO dated that I can definitely place its visual quality at a level "only slightly above Oblivion", a now 7 year old game!

Bang go all my long-range Sneak + Archery tactics and a year's practice in aiming to compensate for arrow fall arc. I can now look forward to enemies spotting me and running up, forcing me to switch to melee combat and the boring "whack 'em till they fall over" routine. Oblivion's combat system was BETTER.

And this ISN'T the first time Beth have sneaked in a totally unnanounced "secret change" that's made the game completely ignore key Skyrim.ini tweaks. Oh no. Patch v1.8 broke our treasured World Map tweaks that allowed us to zoom the map in almost to ground level and remove the cloud cover. Now patch v1.9 has broken the LOD tweak that MOST PC users employ to increase visual quality.

The ONLY reasons I can see for changing the game code to ignore the uGridsToLoad tweak are...

1. Sheer idiocy on the part of the programmers in accidentally breaking an INI setting's functionality.

2. Deliberate, to bring PC version into line visuals-wise with Xbox360/PS3 except for HD textures and ENB mods.

3. Deliberate, to reduce the game's memory footprint so it crashes less often due to running out of memory (a 32-bit program is limited to max 4Gb address space). After all, if it's pointless increasing uGridsToLoad, it's pointless increasing uExterior Cell Buffer in line with it using the usual formula uExterior Cell Buffer = (uGridsToLoad+1)^2. If uGridsToLoad=5 internally, you may as well just leave uExterior Cell Buffer at ITS default of 36, which is (5+1)^2.

Personally, I'd say the REAL reason is 3. Given the continued instability of the game on PC despite 17 months worth of ineffectual patch attempts, it's the logical choice. But sacrificing the visual quality that makes the game GREAT on PC is NOT the way to go about it. "Yes, we'll just stick a big band-aid over one of your eyes and hope you're blind in the other one so you don't notice we demolished half the hospital to make the car park bigger."

I can see WHY Beth's usual "performance and stability improvements" line is *technically* true this time. Performance improves because less high-detail cells are loaded so there's less to render, less AI to process, etc, and stability improves because less memory is allocated for high-detail objects, etc. Only NEITHER is true. The game STILL performs badly (framerates are only slightly better but it still stutters no matter HOW powerful your PC is) and it STILL crashes unexpectedly due to poor memory and pointer management. Oblivion had the same problems.

Nice one, Beth. Definitely a step BACKWARDS for the visuals and my own much-loved bow-sniper tactics. If it wasn't obvious to anyone with two brain cells to rub together that Skyrim is just a re-done version of Oblivion warts and all (Gamebryo, with its unfixed bugs), and with simplified game mechanics, it flippin' well IS now!

This is the last straw. I'm not suffering a game which the developers keep sneaking hidden "secret changes" into that deliberately break MAJOR visual tweaks! I'm going back to Morrowind and Oblivion. At least now that their Unofficial Patches are mature, they're decent long-term RPG's. And the KEY point is that BUGthesda have CEASED to support them so are no longer BREAKING them! :Angry:

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 12:23 pm 
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This is the last straw. I'm not suffering a game which the developers keep sneaking hidden "secret changes" into that deliberately break MAJOR visual tweaks! I'm going back to Morrowind and Oblivion. At least now that their Unofficial Patches are mature, they're decent long-term RPG's. And the KEY point is that BUGthesda have CEASED to support them so are no longer BREAKING them!

Actually this would be your second "last straw" H8ball.Remember the CoW glitch rage quit? :) Anyway,saying they would deliberately "break major tweaks" just for the hell of it is taking it to far IMO.Beth has a long history of bad programming so I wouldn't be surprised if this was a simple oversight,one that will undoubtedly be fixed by the next unofficial patch.

Sidenote:If you haven't already you should try out Dark Souls.It's ten times the RPG Skyrim is and it will provide you with enough entertainment to keep you going while you wait for a proper fix.

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 12:34 pm 
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He may end up needing a new computer after an hour of Dark Souls. As Dark Souls can be very hard for new players. Tis far better then Skyrim and if you don't mind dying alot, and dying to a [&@%!] lagstabing barsteward invading though and killing you, thus losing 30-40k souls and all of your humanity that took many hours to achieve, it is enjoyable. Word of advice, beware of Anor Lando as that has a high chance of invasion by other players and if you get invaded in Darkroot garden, you will die because some players love to gang up on people and spam backstabs. :Angry:

But we are going off topic and i can see Believe's sniper rifle being aimed at my head so before he puts a hole in my forehead, i'm going to say, that is probably a mistake by Bethesda as they are known for shoddy coding. They know how popular mods are with their games so they wouldn't want to drive away their PC fanbase by disabling certain mods. Then again, they did include regenerating health in Skyrim so i wouldn't be surprised if they have decided to disable visual mods. At this rate, i'll be lucky to get even one mod running if they are going to slowly disable mods. :shock: Hang on, don't Bethesda use the modding community to come up with new features for the next game?

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 2:12 pm 
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I really don't care about the lod changes. I have it set to default anyway to avoid stuttering (my computer doesn't load things smoothly anymore; it's a little shaky).
What I do care about is that 1.9 broke most of the console commands that allowed the player to change their character's facial expressions. The only ones that work are the mgf commands, which give your character the most basic of facial expressions.

Honestly, it's not worth fussing about. At least Bethesda actually came up with a decent number of fixes (especially that crash in Waking Nightmare).
Skyrim still looks like Skyrim, and it still runs like Skyrim. You can run the game just fine with a lower draw distance (closer lod) without loss of visual quality. The only problem is if you're a graphic snob, in which case nothing will help you because you're going to be too picky about what your game looks like.

In certain cases, performance trumps quality, and this is one of them. Not everybody has a super high-end system and not everybody cares so much about visual quality that they will abandon a game just because of one tiny change. Most people probably won't even notice any changes.


Now... If only people would stop sleeping with their eyes open. How am I supposed to rob their stores when they can still "see" me?
No. It's just creepy.


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 3:33 pm 
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Underground areas load perfectly fine, and don't have to be drawn at any distance (including Blackreach); given that 80% of gameplay, particularly late gameplay, is underground...it's not that big of a deal for me. Above ground (main world) loads just as good, if not better, for me as Oblivion did (using 360).


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 3:39 pm 
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Mauin wrote:
Now... If only people would stop sleeping with their eyes open. How am I supposed to rob their stores when they can still "see" me?
No. It's just creepy.

That has yet to happen in my game. I've never even heard of NPCs sleeping with eyes open until I saw patch notes. Knowing my luck though, I'll be stuck with the glitch after I patch the game. :(

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 8:54 pm 
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I'm inclined to agree with H8Ball's post of red rage. These downgrades were most likely snuck through the back door as part of the "optimization" efforts that are always listed first in Beth's lists of patch contents.

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 9:22 pm 
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They're only downgrades if you chose to use that ini tweak. If so, then find ways around the changes. Have fun doing that if you absolutely insist upon having uGrids setting higher than it should be.
I've heard that having it set above the default level can cause game instability and crashing, so frankly, I'm glad Bethesda changed that. I will trade visual quality for performance when necessary (and I have to: in order to access certain locations, I must drop settings as low as they can go with the launcher).



I've got a question: has anybody noticed any misplaced land textures? There's two areas (one before Riverwood, and one up the road from Honningbrew going towards Riverwood) where the land texture doesn't match the others. It should be showing the texture I'm using for grass, but instead it's showing the brown/orange grass that grows in the middle of the tundra. I don't recall seeing that anomaly before. Not sure if my game is just being weird of if it was an issue introduced in one of the 1.9 patches (I'm using 1.9.32).

I also had no Guards outside of Whiterun when I approached the city for the first time, but waiting for an hour fixed that.


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 21, 2013 10:50 pm 
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I have strange brown not-grass patches in my landscape too, but they have been there since shortly before the patch. They do have a texture though, it's not like the grass is just not being shown.


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Fri Mar 22, 2013 12:09 am 
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[...]invading though and killing you, thus losing 30-40k souls and all of your humanity that took many hours to achieve, it is enjoyable.

I think that's one of the things that adds charm to the game.DaS is very straightforward with you from the very beginning both in letting you know that it doesn't cater to casual gamers and that you will loose everything you worked for if you make a mistake.The fear of losing everything is what makes you play better,think harder,fight smarter etc.I appreciate that Bethesda is trying to give the game a little more "umpf" by adding a Legendary difficulty level but I know it won't make me go through the same feelings Arena,DeS/DaS or the Gothic series made me go through.Casual gaming be damned....
Quote:
But we are going off topic and i can see Believe's sniper rifle being aimed at my head[...]

A sniper rifle...?That's definitely too subtle for Belive.Unless it's a big*** rifle that fires WMDs...That would certainly fit his style.
Quote:
[...]i'm going to say, that is probably a mistake by Bethesda as they are known for shoddy coding. They know how popular mods are with their games so they wouldn't want to drive away their PC fanbase by disabling certain mods.[...]

You can say that again.Bad coding is as much a part of the TES series as the Dunmer of Morrowind.Truth be told,the situation with Skyrim isn't as bad as with the earlier instalments.At least now the community can pitch in and fix what Bethesda cannot and do not want to fix.Back when Battlespire came out we had to beg Beth to at least make the game playable.

The game is still broken BTW.
Quote:
That has yet to happen in my game. I've never even heard of NPCs sleeping with eyes open until I saw patch notes. Knowing my luck though, I'll be stuck with the glitch after I patch the game.

The game shipped with that bundle of creepiness so I'm astonished you haven't noticed it before.If your game isn't patched yet you should check it out yourself.I will bet money on it that your night-time pickpocketing adventurers will never be the same again. :P
Quote:
[...]but instead it's showing the brown/orange grass that grows in the middle of the tundra.

Quote:
I have strange brown not-grass patches in my landscape too, but they have been there since shortly before the patch. They do have a texture though, it's not like the grass is just not being shown.

A gift from the 1.8 patch I presume because I've had them for quite a while now.I've been experiencing a lot of missing textures as well lately (in the eastern part of Skyrim).

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Fri Mar 22, 2013 6:08 pm 
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Aww, what's with all the whining? So sure, Skyrim perhaps doesn't compare to its sibling games in a lot of ways, but it also seems superior in a lot of ways. I don't understand why there are so many complaints about it on these threads yet people STILL play the game.

Anyway...has anyone noticed that melee attacks are like waving a sword in dense air? My characters will be all up on their enemy with their weapon and they miss their strike. Its happening with frequent annoyance now and its causing near death experiences for my characters. I never used to have this problem so I'm pretty sure its not like I'm having issues with the mouse and whatnot. Anyone else experiencing this? My characters will strike several times before actually getting a blow.

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Fri Mar 22, 2013 6:17 pm 
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Dohvakiin2012 wrote:
My characters will strike several times before actually getting a blow.

They heard everyone loved Morrowind the best, so they brought back the combat system! :D

kidding....I hope.

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Fri Mar 22, 2013 8:07 pm 
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Dohvakiin2012 wrote:
Aww, what's with all the whining? So sure, Skyrim perhaps doesn't compare to its sibling games in a lot of ways, but it also seems superior in a lot of ways. I don't understand why there are so many complaints about it on these threads yet people STILL play the game.

Anyway...has anyone noticed that melee attacks are like waving a sword in dense air? My characters will be all up on their enemy with their weapon and they miss their strike. Its happening with frequent annoyance now and its causing near death experiences for my characters. I never used to have this problem so I'm pretty sure its not like I'm having issues with the mouse and whatnot. Anyone else experiencing this? My characters will strike several times before actually getting a blow.


First paragraph = absolute truth. I don't see why people spend so much time whining about it.

I've frequently have blade attacks miss and bows release too early. There's a few things that could cause that sort of issue with combat: it's either you've got lag (it's much harder to actually hit anything when you're game is running at less than 30fps), or you are having mouse issues and you just haven't realized it yet. Or, y'know, it's a totally random bug that there's no known way of fixing (it would be the first time I've heard of it).

I speak from experience both times. My old graphics cards (ATI Radeon HD 4300/4500 and a Nvidia GeForce GT 220) both ran the game at less than 20fps (far from ideal) and I had some delays between clicking and the actual attack. Most of the time it either wouldn't connect at all or it wouldn't even swing. That doesn't seem like the case for you, though if you wish to test that out it would be as simple as downloading something like FRAPS or MSI Afterburner to show the fps you're getting. MSI Afterburner has the bonus of being able to control the fan speed of your GPU so it doesn't overheat. Handy if yours is like mine and runs between 65-70 degrees Celsius. Or hotter. Trust me, the scent of hot graphics card isn't something you want to be smelling.


Mouse issues? Oh, gods. I hate that. I swear mine is possessed. Some times it clicks three times, sometimes once, sometimes twice, sometimes not at all. Then we have the times where it moves on its own, clicks on its own... It makes playing games a nightmare. It's possible your mouse could be starting to experience some problems, but I think that would depend on age and how much it has been used. Mine is three years old and is... Well worn. I don't even know what brand it is because the logo has long since worn off (I would assume Logitech). This thing causes problems when I'm playing games: it frequently will not recognize that I've clicked the damn thing and will throw me off during combat, alchemy, crafting, and pretty much anything that involves the mouse. Other times I wind up power attacking when I shouldn't be, accidentally assaulting random civilians, and missing a lot of shots in combat (especially with a bow and magic; spells tend not to fire and shots with a bow will be released prematurely even if I've still got my finger firmly pressed on the mouse button). My keyboard is just as bad. My "e" key is horribly worn out and most of the time I pretty much have to punch it to get it to work in-game. My "w" key is also worn out; I can be holding it firmly as usual and my character will suddenly stop moving. The only way to get them moving again is to release the key and press it again.

Wall of text aside, the simplest way to rule out any mouse problems is to switch to another to see if the problem continues. If it does, then I'm not sure what you could do other than adapt to it. If a bug within the game is making you miss a lot, then I'm not sure if there's anything you can do. It could be similar to the issue with ranged/magic kill cams where they often get triggered when you miss, the shot fails to kill... Or the kill cam is what actually causes the miss. I've had more than one shot where the arrow has flown through my opponent. Something like that might be what's happening to you here.



Now... Involving my earlier mention of messed up terrain textures, I've been noticing it in more and more places. If it was caused by 1.8, then that's a little odd. I never saw that happen before I got 1.9 (as far as I know, anyway). There's a couple of spots of brown tundra terrain just outside of Bleak Falls Barrow, Riverwood, a few places on the way to Whiterun, across the river near Riverwood. It's only been in Whiterun so far, though I haven't thoroughly explored anywhere else. It's not causing any issues aside from minor visual annoyance.


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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Sat Mar 23, 2013 10:16 pm 
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Patch is headed into console certification next week.

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 27, 2013 5:57 pm 
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Taking a long time. Maybe cause it's got a lot more to it than others?

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Wed Mar 27, 2013 6:30 pm 
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Hopefully there will be some serious leaks in this patch hinting to the next DLC.

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 28, 2013 12:36 am 
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ZackyZombify wrote:
Patch is headed into console certification next week.


Yay! Reason to start playing and level grinding again.

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 Post subject: Re: Bethesda Patch Discussion - Console and PC
PostPosted: Thu Mar 28, 2013 3:53 pm 
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Has Skyrim updated yet??

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